Dwarf Fortress Roundtable - Ep. 32: In Which a Goose Is Convicted And Alexei Stops By to Talk About Roguelike Celebration
Episode Date: June 15, 2020Download WirethinsBumper Blurb VoicelineRoguelike Celebration Musical Attribution - Thanks so much to Kevin MacLeod for making his awesome music available to content creators! Skye Cuillin by K...evin MacLeod Link: https://incompetech.filmmusic.io/song/4371-skye-cuillin License: http://creativecommons.org/licenses/by/4.0/ Folk Round by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3770-folk-round License: http://creativecommons.org/licenses/by/4.0/
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Echo, you got to have an echo.
I have no, snow, snow, no.
We're going to, like, have a fake Metallica bumper music in here.
Huh.
So weird, man.
Software.
And there goes the five people that we're listening.
Welcome to Door Fortress Roundtable, the podcast for all things dwarfy.
I'm Jonathan.
Tony. And I am Roland.
And we're here fighting technical difficulties, as we often do at the Dwarf Fortress Roundtable Studios, here tucked in the bunker from the COVID and the social unrest in America.
Deep, deep down 12 Z layers underground in America.
Yes, yes. That is where the studios are located. And there are child dwarves playing outside my fortification opening in the side of my wall here.
so I apologize if they come through.
Lock the door.
So how's it been, guys?
Hey, eventful.
Well, you know, as eventful as a fortress can be, right?
Yeah.
Fortress America.
We're not going to get political.
Never mind.
So I've got a couple of interesting happening.
So my animals being convicted of crimes thing.
Hilarious.
Unintended consequences from that.
And then, I don't know, maybe you guys have seen this before, but as I loaded up the fortress,
I saw DF hack running a script, and the very first thing it did was listed out the names of
eight dwarves, and then it says, fat dwarves cured eight.
So for some things going on in Door Fortress, where it's curing my fat dwarves, and I find that interesting.
I need that.
I need to get in that DFX stream.
What is this?
What's it doing?
and they're necromancers.
Do they get fat?
I don't know.
I just have more questions.
I didn't even think they ate.
Not.
It sounds weird, but also very dwarfy.
So it looks like there was a bug at some point.
And of course, Bay 12 is not answering,
so I can't look at the bug log.
But, yeah, it looks like there was some sort of a problem
with wasted CPU and fat dwarves.
So I guess D.F. Fortune is when D.F. Hercures them for you automatically, which is, it says the lag is caused by an interaction of two factors.
When the unit's fat amount crosses a 2,500 boundary, its clothing insulation is re-computed.
Fat is capped. It looks like a million, which is divisible by 2,500. The result is that for every unit at a million fat with digestion counteractive, it recomputes insulation every
frame.
Holy moly.
Okay, wow.
That is beautiful.
Yeah, it seems like something that you could do maybe every 10th frame to bring back the process of usage.
Oh, my gosh.
What a wonderful, wonderful bug.
It was news to me.
The fort's, you know, doing quite well.
But I am excited to see how it, yeah, how that makes it, you know, play out.
out. It's an interesting fort. It's been going on a while, so I still got frames per second
that aren't going out of control. It's still playable. So that's exciting too. My forts usually
die after about 10 years because of FBS death. I've not seen that particular thing happen
before, but I have seen whenever I start up Door Fortress and DFHack rolls up, that it does do
things like cleans things, it gets rid of extra nodes and does, you know, it's basic
cleanup that it does whenever it starts up to try to make things be more optimized, if you
will.
So how are the, how's everybody's Ford's going?
I haven't had a ton of time to put into mine, but I've kind of kept it ticking along,
and it's 11 years old, 12 years old, I guess.
And it's still, it's still basically now it's a necromancer fort.
And, you know, anyone who comes eventually succumbs to the ways of the necromancer.
And what I found really interesting is I've got a vampire in the fort that I've been trying to find for four years, I guess, and haven't had a lot of luck with that.
No one's really eating or drinking because I guess necromancers don't eat or drink.
So the vampire hasn't really been killing anyone, which is curious.
Maybe they don't eat necromancers.
Anyway, lots of questions.
Yeah.
I kind of still think that the interactions of the necromancers might not be exactly what he was looking for from the beginning.
I think that they may be dominating fortresses in an indifferent way than he expected.
You know, what I mean is they're not necessarily bad things.
They're not good things.
They're just things.
but they seem to be more important to your fortress
than maybe they were planned to be.
They're everywhere.
Yeah, I wonder about that because, I mean,
particularly in this fortress,
I had purposely set up by a necromancer tower
that I was able to raid regularly,
and then I kept stealing books and stealing more books and stealing more books.
I think I just had a really good thief in my ranks.
So we were just basically plus.
laundering this fortress of all of its treasures to the tower.
So it has absolutely nothing left.
And then we destroyed it and we raised it.
So that was exciting.
So now we're the Necromancer Tower, I guess,
because it's 171 population fort with basically all Necromancers.
And now we're the head of the civilization of the doors that we're in, which is exciting.
So, yeah, it's, I guess it's going well.
I just hadn't really anticipated it being a Necromancer fort, but here we are.
Well, and Roland posted something about necromancers as well to the podcast channel.
Whenever I heard him talking about TOT One talking about necromancers,
I had the feeling that it was going to be something that was going to be challenging your fortresses
and that it was something to be avoided.
They were going to be the bad guys and probably the people who instigated the villain plot lines.
Well, the villain plot lines don't seem to be taking the forefront.
The necromancer as fish cleaner do seem to be taking the forefront in the Indoor Fortress right now.
The necromancer is fish cleaner.
I love it.
Yeah, exactly.
Makes sense?
Yeah, yeah, it is interesting.
And I was also starting to wonder because I played, I started this one in an evil biome or a purple biome.
Right.
Because, you know, why not?
And so this is the farthest I've played into that type of biome.
Fortunately, it doesn't look like it's a reanimating
biome. But yeah, I think
Necromancers are kind of easier to play because they
certainly, I guess, don't eat or drink
very much, so that part of it's not too
challenging.
And they're pretty good at combat.
Yeah, it's
interesting. So, yeah, I feel like
this could be something that may be
addressed in a patch because
it's fun, but
do we need it? And I'm not
also sure that they use bedrooms
or sleep, because I've got lots of bedrooms
and no one's claiming them.
So.
Huh.
Interesting.
Yeah.
So we're very productive.
I just started up a fortress and let D.F.Hack kick up.
So what it says when it rolls up for me is after it says DFHack is ready, have a nice day.
It says unit transparency enabled, auto nest box stopped, units removed from active zero, emptied zero buckets, unstuck zero doors.
So whenever it starts up, apparently.
goes through some routines to make sure everything's ship-shape in your in your fortress and gets rid of things that are that are don't matter for for you know program cleanup state so I bet you that that you know fixing fat dwarves is one of those things I just only have 17 dwarves so none of them are overly fat right now so I'm starving so and I've got somebody in mine who has a really long name and is I ran curse check on them and they are
they're 31 years older than the world
and they're a zombie
and the name that they're given
in DF hack doesn't relate to any of the names
of the dwarfs in my fort so I suspect it's somebody that's
not being totally truthful about who they are
but I can't figure out who it is which is really fascinating
I've never had I don't even know what a zombie is
and how we can't tell
which is interesting
yeah that's a good question
what causes zombies if anything
or do they just get created as zombies in world gen?
Yeah, I don't know.
I've got one, and it says the person's called
Dukha Ilfpispol,
barren consort of drink-scape mummy.
What?
Who is that?
What's a mummy?
Yo, if it's a mummy,
then it's actually a non-necromancer-related thing.
It may be just a normal,
historical figure that died in a battle or otherwise and got a tomb built and then got
encased in a sarcophagus and put in a tomb and stuff but I somewhere read a bug in the
very newest version of like the evil update that sometimes mummies now get out of their
tomb and just start wandering the wilds, which should not happen because, you know, the mummy
is dead and it's supposed to be dead and it's only supposed to come out if you are in the
tomb breaking things and then like mixing things up trying to steal stuff. Then the mummy comes
out. This mummy is definitely alive. He's married to somebody in the fort and they have three
children.
Oh, my God.
He is an ardent worshipper of this type of God, a couple different gods.
He's members of lots of different groups and doesn't take a lot of joy in listening to poetry,
but listens to a lot of poetry.
So it is really an interesting thing that's happening here, something else I've never seen.
Yeah, he's bohemian, but he's not really into it.
He also dreams of ruling the world, which is fascinating.
Yeah, yeah.
A barren consort.
Okay.
But it is a dwarf, not a human or like an animal or something.
It doesn't.
It's a medium-sized creature prone to great ambition.
Okay.
Yeah, that is very interesting.
I do imagine, like, the mummy actually being a comic book mummy, you know, with like T.P. all of it.
Yes.
And everybody is like, oh, hey, hey, neighbor.
What up?
Well, as long as you give this guy blueberry wine, it seems like he's happy.
But he listens to poetry and just talks trash and gets in arguments about it.
Which, you know, okay.
All right, then.
You do you, buddy.
So it's an interesting, it's an interesting fortress this one.
I've kind of archived it because I may want to go back to it after I destroy it and see some of this stuff again.
So, Roland, you found a bug and
your fortress dealings this last two weeks, right?
Yes.
That's actually happened yesterday, and it only took maybe an hour or an hour and a half.
So it was a very, very short fortress.
It started very simple.
I had the intention of abandoning my cheese fortress for a while and making a fortress
that is a bit more into military stuff.
for that purpose
I got a bit closer
to a tower
but I didn't even
get that far because
in the very first
migrant wave I got
necromances
from my first necromancer
fort if you remember
a while back
and also
werebels from the very same
fortress
And because I had, I think I had like four people walked in into my hospital because they were were bulls and two of them actually got to my new fortress.
I don't know how they got out, but hey.
So the first thing that happened was the were bulls eradicate half of my already existing civilians.
and the necromances trying to defend themselves resurrect stuff.
So far so good, but it basically ended up with the necromancers getting infected with the wearbull curse,
then dying, getting resurrected by another necromancer.
and some of the necromances started to have the like a special resurrection power
in which they don't only resurrect in normal being but make the being a wasting corpse
and for some reason resurrected necromances and wasting corpses seem to contain the intelligence
So they're like liches, which is really bad because, you know, I sometimes I have like two civilians left.
Sometimes I had 16, then four again, then 25 because they kept dying, getting resurrected and then still counting as my civilians.
Well, so far so good.
My FPS jumped out of my window at some point and I have between one and five FPS the whole time.
Oh, I feel like that's a glitch then, huh, that you could have bug, basically.
Dang it, I hate it when it happens.
But, but now we get to the juicy parts of this, because the necroman's resurrection wasting corpse whatever kept stacking.
It actually stacked on each other.
So it wasn't just a single, like, corpse zombie.
I made a picture of that in the Legends View
and it's really ridiculous because
they are now called
Dwarf, Necromancer, Weirball
animated corpse, animated corpse, animated corpse, animated corpse,
animated corpse, animated corpse, animated,
it goes on for a while.
It goes on.
This is how my entities
got
a extremely weird
description because
everything had like
10 to
25 animated corpses
in there
and you know what
what's even worse about that
is like the status
effects kept stacking
because I've noticed that
they are really strong
like those werebles
didn't even
got hit and even if they got hit
they didn't really care they just went
on and went on and went on
And so I started a dwarf therapist, and, oh, no, they had a billion endurance.
I'm not even joking here.
Literally a billion?
Yes.
They had literally a billion endurance.
And they weren't that strong, they were that agile.
Like, they were boosted quite a bit.
okay that they had a billion endurance literally a one and nine zeros so i guess that that one
should probably be reported i think so do you still have the save by chance yes i do have the
safe um i ended the fortress so i could um start up legends view but it's it's basically still
there and I have
a lot of dwarf
wearable necromances now
and they have
like the wearbees curse
a secret under resurrection
and another
secret respower
also because
they kept killing and
resurrecting each other
I have a dude that has
1,8898
notable kills
made in less than two months
in my fortress
victory
yeah
a friend of mine
actually I screened it
a friend of mine kept watching it with me
and that fortress
was such a
I don't even have any words
because basically over
260 dwarfs came to my
fortress and died in that fortress
because I
I have to admit
I might have kept
spamming migrants
now on DFAC
but
still I wanted to clean out
like my very tiny fortress
my starting fortress
of corpses so I wanted more migrants
but then it spiraled back
because I still had a few
warbles in my hospital
and they came back
infected like the rest of them
and
yeah roll one
Roland has himself set up here with an Eli Roth movie, Roland's Dwar Fortress Hostel,
where you have migrants that are drawn into your fortress just to be brutally murdered by necromancers
and then reanimated, then brutally murdered, then reanimated, then brutally murdered.
Yeah, yeah, it wasn't my attention, and I feel really horrible about it.
Whoopsie.
Honestly, this is so weird.
It is so weird.
And yes, I still have to put it on the bug tracker.
So even if the interaction between the necromancers is something that TOTI might shrug off,
it is definitely a bug for the creature type to have 45 animated corpses append a
the end of it.
So, you know, if it gets animated again,
he should probably check to see if it already has animated corpse in its,
in its creature type name and not add another one if it is.
It is, yes, that is correct,
but it's not only about the name.
It's also about the fact that the very skills and such and characteristics kept
stacking until I literally hit a billion endurance.
And this stacking thing,
That is the main bug, because, you know, I mean, Necromance is reanimating each other.
Okay, well, that's also a bit of a bug.
But it's really more of a loyalty cascade starting thing because they are confused about their loyalties.
Yeah, but like, ooh, weird stuff.
We should take an audio clip of this part of this episode of the podcast and attach
that to your bug report so that uh so that you can describe it toadie what a funny one yeah that's
really weird it's really weird my fortress that i had talked about last week or two weeks ago
there's there was this maze of uh of of of walls that the caravan had to go through to get to the
to the main entrance of the fortress and that was on purpose i had a couple draw bridges
to protect the fortress in case of an invasion.
And it had worked.
And it probably was going for like four or five years,
and the caravans had no problem at all getting to the trade depot.
But this time, they got about halfway through the little maze of walls,
and it just stopped.
And I talked with my outpost liaison and made, you know, our trade agreement and all that stuff.
But they just sat there.
And they sat there until the.
game said that it was time for them to leave.
So they never actually made it.
Now, somebody took stuff and put it into the trade depot.
And I don't know if they carried it from the wagons to the trade depot or how that worked,
or maybe some of them were just carrying stuff on their back.
But the actual wagons never made it to the trade depot.
And when they left, they left their wagons.
To try to see if I could get the wagons out of there,
I just had my squads kill off the wagon people, the caravan.
traders. Yeah, it wasn't a very nice thing to do, but, you know, it's a game. That didn't get
the wagons out of there. The wagons ended up staying. Did you get to take this stuff or what?
Yeah, once I claimed it. Yeah, once I took it off of, yeah, you can change everything to claim.
Whenever you floated over a tile, there was like stacks and stacks of stuff on that particular
tile, the stuff that was still on the wagon. So yeah, I claimed it all. So I found something,
which is interesting in finding out who my vampires are.
I was raiding and I put suspected vampires in a military squad.
And then I've just seen that, you know, it says in the early summer of 261,
the history of tree was stolen from profane mountain by the dwarf vampire.
And then it lists his name.
So I'm like, oh, I didn't know it did that.
Is it supposed to do that?
Is it supposed to tell me who it is?
Because that was pretty cool.
I guess my mystery is solved now.
Dev Notes. It's time for DevNotes.
So we had Dev Notes published on the 27th of May, and it seems to be more the same.
We are getting pictures of their work on the new Steam release, and this time they showed us what some of the larger workshops are going to look like.
When they say large workshops, do they have workshops?
that take up more than the three, about three tiles?
Yep, yep, yep.
Yeah, siege workshop.
It's pretty big.
And the candle.
Which one?
The kennel.
Yep, yep, yep, that's right.
The siege workshop and the kennel are the two that I knew of.
I have never built either of these things.
Oh, the kennel's good fun.
Siege workshop I did in this fort because I was doing the whole, well, everything's working.
What should I do next?
And so I built a siege workshop with siege weapons, which I've never done before.
That's how you built ballistas?
Yeah.
Yeah.
Cool.
So we got the siege workshop and kennel little pictures, so that's neat looking.
And also Minecraft.
Dang, I did it again.
I was going to stop that.
We're going to get sued.
Mind cart pictures, yeah.
Oh, okay.
Um, yeah.
And you can find that on, um, Bay 12Dames.com.
Day 12 games.
Bay12games.com slash dwarves.
So will mine cart tracks go downstairs or do you have to channel out ramps?
Uh-oh.
We've lost him.
What was that there?
No, no, no.
I was just mumbling because I actually have no idea.
I think you have to make grams, but honestly, I don't touch mine cards anymore, because
I end up with dead dwarfs every single time.
So, but we do have pictures of mine carts and pictures of, uh, of large workshops.
And so I think, I don't know that there's much more to say about.
that development this time.
Nope, I think it looks like it's all,
it's all graphic based right now,
and I'm sure it will be graphic
so we can connect it to Steam soon.
I feel like it, it looks like it's progressing
very quickly, so
I'm optimistic for summer
Steam days.
This summer, yeah?
Yeah, I think so.
I'm feeling it. I'm feeling this summer.
Maybe the end, maybe by August, but I'm feeling it.
I think it's moving really fast, and also, I think
probably just anxious.
to get it out the door
so he can start the next bit
which is the stuff
that he really wants
to be working on.
Yeah, I mean,
I wish for summer
middle August
would be a nice
birthday present for me
but honestly
I'd say
I'm August 6th.
17.
Oh, cool.
Yeah, but
I'd say
late autumn this year
to early winter
Yeah, right in the middle of the second wave of COVID
That'll be cool
Yeah, give something to do
when we're locked down again
That'd be fun
There we are, yeah,
Bloodline's next
So I actually
finished my year on the Bloodline Fortress
So I have a quick question here, guys.
Whenever I zip up a folder to pass on the save for the Bloodline Fortress,
what folder precisely do I need to create a zip of?
Do I do the entire save that has all of the regions in my worlds?
Yep.
Or do I just do...
Okay.
Just do save, yeah.
Okay, so my bad, you're going to end up with more than one world in this save because...
Well, you can...
just give us the world, too. Like, if you've got, if you go into data and then save
current, there's current, and then there's region one, and then region two, region three,
region four, like if you've generated multiple worlds. So you could just, because otherwise
when we start, we won't necessarily know which one is the bloodline fort.
There's only one that has an active fortress in it, though. That's the bloodline fort. I see.
Okay, so I have current to region one and region two. Unfortunately, region two. Well, actually,
Region 2 is the one that has the bloodline in it.
Oh, okay.
Then I think you can just zip region 2 and we can shove it in our safest folder and it should be good to go.
And then...
Okay, sure.
It doesn't really care what the name of the folder is.
No, I don't think so.
No, no, it doesn't.
We'll figure it out when we put it in.
So let me go ahead and I'll zip that right now while we're in the podcast.
Look, it is magic.
And who's up to bat next?
We didn't really decide last time, but we said,
had what basically finished it off with whatever.
So here, I'm going to flip a coin.
Taking heads.
Actually, I'm going to flip an SD card.
So heads, it goes to Roland, tails it goes to Tony.
It goes to Roland.
Okay.
Nice.
Rock and Roland.
Also put the link in the show notes so that anyone who wants to can download the save
and play along with us if they so wish.
There's not much going on in the fortress right now.
I've got 17 dwarves.
There are bedrooms claim for all of them.
I have the manager and the bookkeeper have their offices set up with their own beds and furniture in their offices so that they don't have to actually go anywhere.
And I do have a tavern set up that is near the offices of the bookkeeper and manager, but not much else is happening.
I've got a, you know, the Trade Depot.
I do have a lever and a drawbridge that closes.
up the main entrance, and that's the only entrance to the fortress right now.
So, but that was, as I learned last time, the first thing I did was get ourselves some fortress
security.
Not much, but there's a little bit there.
I've also got the chickens and the pigs in their own pins, plus there's the outside
animals who need actual food, and they are in their pasture.
So we're ready to turn it into a necromancer fort for you.
Exactly.
Exactly.
Or a wear beast.
So that's it for wire thin.
Wire thins?
Wire thins.
The plural is on the end.
So it's wire thins.
The Dwarven snack.
Or isn't that what they spend adamantine in two?
Don't they spin it into thin wire?
That's right.
So I guess our next, after we get some portrait security built up,
I guess that we should start doing some exploratory digging and see if we can find an adamantine spire.
What could possibly?
possibly go wrong.
Do you have to defensive measures.
Like, do it now.
Yeah, well, okay.
That's fine.
We only have 17 dwarves.
We don't really have enough to, uh, to do a proper, uh, squad yet.
So that's enough for clown management.
You'd be fine.
Les dwarves, less dead people.
That's true.
Yeah.
Exactly.
That's why we need the necromancer.
So is the, is the clowns kill, then we can keep raising them.
I had thought that I had really smashed one of our dwarves.
We'll see, whenever I've set up the lever for the bridge and attached it, the lever is like two floors below the drawbridge.
Oh, I also set up a burrow so that in case someone attacks the fortress, you can, we can get everybody inside.
And it pretty much encompasses the entire fortress at this point.
So they can get to food, they can get to workshops.
They can basically live their lives as they would normally have done.
It's just that they're going to be restricted to inside.
But anyway, so after I hooked up the drawbridge to the lever, I opened up the drawbridge and it, you know, blocked a dwarf that was just standing right outside it.
And, you know, it says, oh, he's lost his path to his stockpile so he can't put the wood in there like he was doing whenever he started.
And I said, oh, okay, well, I guess I need to go ahead and flip that switch again.
So I flipped the switch.
And then I go back up to the first level to see, to watch the drawbridge open.
and I realized that I didn't check to make sure that that dwarf was no longer standing right on the other side of the drawbridge.
So by the time I got to the first Z level, the ground level Z level, that dwarf was no longer there, and the drawbridge was open.
But I did go to my units and checked and we had no dead or missing dwarves.
So I guess he didn't die.
Well, well, you see, it smashed.
dwarf is not really dead because it just doesn't exist anymore.
Yeah, it blows, it obliterates them from the game completely.
Yeah, and missing just takes like a week in-game to realize that somebody is actually missing.
Huh. Well, count the number of dwarves that have nicknames and if there is less than seven,
then that means that I accidentally killed one of our dwarves.
Adam smashed it, disintegrated it.
Yeah, that's the spirit.
It's to the nether world.
Okay, so maybe I did kill it.
Who knows?
We'll find out.
On the next episode of Wire Thins.
Topic of the day.
The neat little interaction that you had, Tony, with your conviction of a duck.
Oh, no.
Yeah.
So how did this come about, Tony?
Yeah, so we'd been having a lot of plots and things getting stolen.
And I'd finally kind of worked out through counterintelligence who was doing what.
And so I was like, all right, you're going to jail because I don't like you.
And so I had meant to convict one of the elves that had come in and had some entertainment troupe.
But I accidentally scrolled past it and convicted an animal.
And that really, really upsets the dwarves.
Apparently, they don't like seeing animals get convicted, which I did.
didn't know. So I got in a couple of different places them describing their displeasure
with this. So one of them that I thought was the funniest said, she was disgusted after an
animal was convicted of a crime. So I thought that was hilarious. I'd never seen that happen
before. So the moral of the story is don't convict animals of crimes because it pisses everybody
off. So your conviction is not something that happens with a jury of their peers. It is
something that you do that you do as the as the fortress runner yes exactly yeah exactly so how
do they justify that so does that mean that we're the god here i i don't know well i think that
goes without saying my role i felt like my role changed a lot in that in that very moment when
i could start convicting people's pets of crimes if they pissed me off i would think that it would
be something like the sheriff would be the person the dwarf to convict them if they felt that it was a
strong enough evidence or what have you.
Yeah, no, I think that I think the intent is that he wants you to play through all the
different scenarios of convicting and putting together the stuff in the plots.
And I have to say, I'm still a bit of a, you know, a bit green around the edges here
trying to figure out how some of the counterintelligence stuff works and how to tie together
the plots.
And it's a little cumbersome trying to like scroll through, you know, all of the living
and dead in the fort to try to find the one person you interview, uh,
So that part of the interface, I would love to see streamlined a little bit.
But, yeah, it's cool.
But I think the idea is that you sort of work through it and figure out what's going on.
I guess you can also ignore it if you want.
You can.
If you are happy seeing your artifacts get yoinked from the fort.
That's a good point.
That's a good point.
I can't bear it.
I can't let them steal.
So my plan has been to just try to eradicate all the other settlements that aren't friendly to me.
So we are changing up some of the way that the podcast is organized.
It's pretty much going to still have all the same content that it has had before,
except we're going to try to add a little bit more structure to it.
And as part of that reorganization, one of the things that we're experimenting with doing,
and we're not sure how well it's going to work yet,
but I have set up a voicemail number that you as listeners can call.
and on our website, df roundtable.com, there's a link at the header and answer a few questions with a, you know, five to ten, five to ten second answer, and those blurbs will, the idea is for them to go into the bumper music between sections.
Again, that's going to be on the web page by the time this gets released, it will be there.
You can link to it.
It will have the questions that we would like you to answer.
And you can leave your name if you want to.
We're most likely not going to be putting that on.
It's just going to be kind of anonymous voices.
The number is 417-3-3-3-9-453.
Alas, this is not toll-free.
Long-distance or carrier charges may apply.
Please be aware of this, especially if you call from outside the United States,
or if your phone calls accrue charges.
And remember, Dwarf Fortress Rocks.
That is the voicemail number for Dwarf Fortress Roundtable's experimental bumper blurbs line.
So 417312-9453.
If you didn't catch that, again, it is at df roundtable.com, and look in the header of the web page,
and you'll see a link that tells you all about it, including the questions that we would like you to answer
that kind of fit the segments of the show that we're going to be putting that into.
So should I put out a disclaimer here that any audio that gets recorded and put on the Dwarfortress Roundtable audio experimental blurb line becomes the property of Dwarfortress Roundtable and no compensation is made.
Or here's the deal.
If you call in, you're probably, and we like it, we're probably going to put it on the podcast.
And all 13 people they're listening will hear your voice.
How's that?
That's my cut to the chase.
yeah all right
tens of people may hear you
yes
last time I checked
we did have
14 listeners
oh yeah
yeah I think that
though that they're counting
both my phone
and my computer
so it may actually be 13
so
okay
but but wait
define listeners
do you mean like followers
or generally
people that listen
well here's the deal with podcast statistics we don't really have any way to know how many people have subscribed because that's a passive thing there is what they do to subscribe is they put the link to the RSS feed into their into their podcast catcher and whenever we have a podcast download we have no way of knowing whether it was through a podcast aggregator or sorry an RSS feed or if it was someone who just clicked on it to listen to it now we do have the statistics about
the individual kinds of things that are listening to it, whether it be, you know, iTunes, app, or antenna pod, or they're listening to it on a particular browser.
But whether or not they're subscribed, we don't have any way to really know.
That said, based on the number of downloads that happen each week, you know, it's kind of stabilized.
We had a really nice bump up whenever Tody and Zach were on.
but it came down after that, which we expected that it would,
and we're back down to somewhere around 14 people who download every week, we figure.
But we don't know for sure that they're the same 14 people.
Yep, that was.
We have Alexi Peppers with us now, and welcome back, Alexi.
Yeah, yeah.
A friend of the podcast, yeah.
The canceled roguelike back in, was it March?
Well, it normally runs in October, and it is actually still running the same time as usual.
So we had talked about, so some stuff there.
So this year I'm actually helping organize Rogue Lake Celebration, where in the past I have been a speaker and attendee.
I was actually remembering it was last year's Rogue Lake Celebration where I had just been on this podcast, and I told Tarn about it.
And that led to him being on, he and Zach being on the podcast, which was awesome.
It was great.
That's the kind of stuff that happened.
at Rogue Lake Celebration, and we really didn't want to cancel it altogether, but it's still at this point, and basically back in March, it was already unclear what would be the situation in October in the Bay Area. So what we decided was that instead of trying to risk our luck in terms of acting like it could go ahead in a physical place and then maybe having to cancel, we would just make the decision then to go fully digital. So we are a fully digital conference this year, which a lot of other tech conferences and games conferences,
have been doing.
But I'm actually quite excited about it because I think it's a cool opportunity because
you, for example, have not been able to go to Rogue Lake Celebration because San Francisco's,
you know, tricky to get to, expensive to stay in.
Yep.
Yeah, so the hope is that this year it's actually going to be, we've always had live streamed
talks and we've actually, like last year had a live captioner.
So we've tried to involve people in the community who couldn't physically be in San
Francisco.
But this year, since it's entirely digital, it's an excellent.
opportunity. And so, yeah, I basically has to come in and talk about that a little bit,
since I think a lot of people who listen to this podcast are the type of people who, A,
would be interested in tuning in October, third and fourth of October, specifically.
But we also are currently taking submissions for talks. And this is one of these cool things,
where previously speaking meant that you probably had to try and come to San Francisco,
though sometimes we had live stream kind of talks from abroad. But now,
anyone anywhere can talk because it's going to be recorded and live streamed.
So I would really encourage people if you have an idea.
We do lightning talks, which are only 10 minutes long.
So you can have something kind of short.
People have shown off little demos at games they've made,
or I gave a talk on chaos theory and procedural generation.
And then we have 30 minutes slots where that's where, you know,
we've had Tarn come and talk about Dwarfortress,
but we've also had like a biologist come and talk about slime molds.
Like, it's always really great that the topic selection at rogue-likes celebration is very broad.
It's not just people who make, you know, big successful roguelikes like Dwar Fortress.
It's also people who are part of the community or just have something interesting to talk about.
So if anyone wants to submit a paper, how would they go about doing that?
Yeah, if you go to roguelike. club, so that would be R-O-G-U-E-L-K-E dot club.
C-L-U-B, then you are on the page for Rogue Like Celebration.
You could probably also just Google Rogue Like Celebration, honestly.
And we have a little tab for the Celebration 2020.
And right at the top of that, there'll be a button to submit a talk proposal.
And you have until the end of June.
And it doesn't need to be fully complete at the time that you submit it.
If you have your idea and you know what you want to talk about, then that's enough.
And we can kind of help you from there.
And there's also actually even going to be opportunities for mentorship,
from myself and Jim Shepard,
who's another great, great speaker at Rogue Lake Celebration.
So if you haven't given a talk before
and you're kind of not sure about it,
then there's an opportunity that Jim and I
would be helping you out to turn your idea into a talk.
So definitely encourage people to talk about whatever they're interested in.
If you're not sure if it's a good idea or not,
go ahead and submit it.
And we can help you out.
We have some examples there.
And the other cool thing that we're doing this year that's new
is that on that theme of it,
being fully digital and involving more of the community, we've have these kind of little mini
submissions for if you maybe want to take part but don't have a full talk in mind. So one of those
is a vendor bazaar, which is everyone loves swag. You get socks every year at rogue like
celebration and they're the best, but we can't really just like email people socks. So what we're
doing is we're finding people who are making art or zines or, you know, selling jewelry on Etsy or
anything that's kind of rogue-like themed and are going to be hosting a link to that through
this kind of virtual bazaar. So conference attendees can be getting their swag from people in the
community. So if you make Dwar Fortress Hair Clips or posters or, you know, anything like that
that you'd like to share, or if you do art that you'd like to be able to share, then there's a link
to submit that. And then we'd be happy to host it as part of this kind of virtual bizarre.
I've actually made Door Fortress hair clips out of purler beads,
which I think I only wear when I go to Rogue-like Celebration.
Make them out of copper or adamantine or...
Oh, yeah.
An adamantine hair clip of the highest quality.
That's right, that's right.
Yeah.
So for attendees to the conference, is there a registration fee?
I don't believe so.
I think that might get worked out.
If it is, it would be just a kind of...
small thing, but there might not be one at all. You can kind of keep an eye out, because usually we
sell tickets for attending, and that comes with the T-shirt and some stuff like that. This year,
since it's digital, we're still kind of sorting that out because there isn't a physical space,
but we are actually like this year providing an honorarium for our speakers, which we haven't done
before. So slightly too-b-D, keep an eye out. It may or may not require a ticket this year on
account of being digital. Even if it is, it'll probably be, like, really cheap.
Okay. Yeah. Yeah. And it's also, so if you've made a game and you're interested,
if you have some kind of roguelike, doesn't have to be a big one. We're looking to showcase projects
like that. And we're also collecting some kind of stories from the community. So one of that
is your kind of campfire stories of yet another stupid death or how you got your dad to try
Dwar Fortress or how you failed to get your friends to play Dwar Fortress or kind of collecting little
stories that we can share and give people a chance to talk about. So, you know, Dore Fortress is a
generator of many stories of fun that I think would be fantastic to share. And those would be kind of
grouped together. So I'd love that. And we're also making a cookbook, which is something I'm
particularly excited about. I was thinking last night about how you could make a plump helm roast,
something to do with beets, I think, some kind of beet and mushroom roast. With a mosquito brain
glaze. Yeah, I was thinking you need the prepared mosquito brains for sure. So it was
If you, intrepid listener, have an idea of a recipe for prepared mosquito brains,
all of these are things that you can submit on the website,
and we're going to be grouping them together.
I know for sure that the cookbook will have a recipe for plump helm wine,
because we're going to include all of the cocktail recipes
from the previous roguelike celebrations, which last year there was a plum helmet wine,
which was quite delicious.
Really?
Yeah.
That just sounds so nasty.
I'll give me a hint.
It was basically just sangria.
I gotcha, gotcha.
But I know my partner Ka was trying to think of a way to involve mushrooms somehow,
and I'm curious if they'll find something that is still appealing.
Yeah, so check that out.
Check it out, roguelike.club.
I would love to have as many kind of dwarf fortress themed ideas and representation in there as possible.
And all of those submission forms also have an email to get in touch with the organizers like myself
or submit free-form ideas if you want to, like, write music or have a puppet show about dwarves.
We're so open to that.
So, yeah, whatever ideas you have, get in touch.
We'd love to have you.
And that first weekend of October is when the event will take place.
So tune in for Dwarfie goodness and many other rog likes.
All right.
Well, thanks so much for stopping by, Lexi.
Yeah, no, thanks so much for having me.
It's always good to be on the show.
So has anybody else got anything that they'd like to cover on the, um, on the, the, um, on the, the,
the podcast this week.
I think we got it.
Everybody be safe.
Be kind.
Be hopeful.
And be careful.
All right.
Anyway,
this is the World Fortress Roundtable,
and we will catch you next time.
All right, guys.
See you later.
Goodbye.
Until next time.
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